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43 GC Soviet side - 4/8/2011 9:58:06 PM   
Oleg Mastruko


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OK I decided to start this thread to try to dispell some myths and simply provide my outlook on the game, after latest fury in the "Pass the Kryptonite" thread: http://www.matrixgames.com/forums/tm.asp?m=2767950 (fury started on the page 6, after Bob, Big Anorak abandoned the game)

Let me say that Bob was nothing but most pleasant as opponent and gaming partner for those 14 turns, and I accepted his apologies and reasons for quitting he gave in the mail. I jumped into his AAR just to find a replacement player who would take his place. Nothing else. I didn't even read the first 5 pages of his AAR. What I saw there, though, disappointed me.

Some posters authoritatively concluded that the game or scenario are broken (after mere 14 turns????) and that there is no point in playing a scenario so completely unbalanced, "simply horrible" and whatnot (I won't go back to that thread to get the exact quotes).

Is the scenario broken or unbalanced? I don't know, it looks good to me, but I'd want everyone to judge for themselves, after hearing both parties (a golden rule of law since Roman times). Someone correctly noticed in the last post I've seen in that thread (got it by e-mail) that oftenly the losing side finds the scenario broken, unbalanced or unplayable, while the winning side finds it perfect and playable.

That is probably the truth..... but in this case..... not the full truth, as I find the scenario fine, but I don't think I am actually winning the game. It's a long way to Berlin. We played only 14 turns!

I also think Bob did some things wrong in his defence. Now, I am not sure that doing things differently would drastically change the outcome(s), but I think we should at least TRY before concluding, in 14 turns, that things are broken. Anyhow, broken or not, we should play on until the game is fun, and this one certainly is at least for me.

First thing Bob did wrong is naming of his AAR thread (Pass the Kryptonite, Soviet supermen). I understand he did that in jest, but one of the reasons for playing 43GC is that it's after both sides' supermen periods, so the forces no longer have much help from the system (blizards, etc). This is war at its' fullest.

OK this was my introductory post, I will present my side of things. Mynok will present his side of things in the AAR he took over from Bob, and let everyone be the judge for themselves. I will post more in the following days, including a brief re-run of the first 14 turns.

Personally so far I find the 43GC immensely enjoyable scenario.
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RE: 43 GC Soviet side - 4/8/2011 10:03:32 PM   
squatter

 

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To be honest Oleg, I think you should keep your powder dry for another AAR.

This is going to be a cakewalk that proves nothing.

If it wasnt imbalanced, it certainly is now with the situation Mynok's inheriting.

My guess is after three or four turns Mynok will be wanting to quit in the face of an impossible task.

You'll just end up even more outraged.

I suppose that outcome will at least make for another entertaining rant though.

What would be more interesting would be you and Mynok agreeing to start again, this time with you as Axis. Then we might learn something.

< Message edited by squatter -- 4/8/2011 10:04:07 PM >

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RE: 43 GC Soviet side - 4/8/2011 10:11:49 PM   
Oleg Mastruko


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squatter I am not outraged at people quitting or surrendering like men. Senno quit/surrendered our game I never said a bad word about him. If he comes back I will gladly continue our old game. I may be outraged at people bickering from the wings, seeing one side of the battle and concluding the game must be broken for one reason or another.

If those bickering guys are beta testers, that makes the situation even more bizarre.

Also, I plan to play Axis in 43GC but alas the day only has 24 hours.

In this game, among other things, I think Bob unnecessarily incurred huge losses to his forces that he could have avoided. He sometimes gave me huge German casualties as a "gift". By avoiding these kind of mistakes, his casualty rate could have been lower.

Would that make the game more "playable"? I don't know, but I feel I have to present the case before WITE community, and let everyone decide for themselves. Take a look at the current situation, and decide for yourself, how much of it is due to:

a) Soviet good/bad play
b) German good/bad play
c) "Bluntly horrible" scenario

So, this won't be classic "turn by turn" AAR, it will be recap and presentation of the Soviet effort in a manner of court dramas

Not a lots of pictures, but a lots of words.

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RE: 43 GC Soviet side - 4/8/2011 10:22:14 PM   
Oleg Mastruko


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Bob's defensive doctrine seems to have been based on presenting a screen of infantry, with Panzer units broken down in regiments, two hexes behind.

At first, he put Panzers into reserve mode. However, since I did attacks only where I had overwhelming advantage, it didn't mean much. Sometimes Panzers reacted, but it rarely mattered. Seeing this, in last turns I think he stopped putting them in the reserve mode.

He had some awesome forces at his disposal, SS units, Gross deutschland etc with CVs above 20 (based on my intel estimate). Instead of using them as fists to do some proper counterattacks, he broke them into regiments with 6-7 CV that were simply swarmed by Sov units.

Generally he did too much fighting (by trying to stubbornly hold the line during my turn and reacting to my breakthroughs during his turn) and too little of retreating. It is a very costly strategy in terms of casualties. To put it bluntly, I think he should have retreated a LOT more often. Territory is cheap, and he has so much of it in 43GC he can and SHOULD afford to trade land for casualties.

It is my impression his play resulted in a lot more casualties, but also more territory held, than historic Germans. If so, what's so wrong with that? He choose a doctrine (that might have been wrong) and should live with the consequences. I don't see anything substantially wrong with this equation. If you want to keep territory at ALL costs, you must be prepared to suffer casualties.




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RE: 43 GC Soviet side - 4/8/2011 10:29:53 PM   
Oleg Mastruko


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Soviets in 43GC can concentrate insane amount of artillery, and basically take any hex they want to take. In one turn I concentrated 6000+ arty tubes, 6-7 rifle corps, and took Zaporozhye against level 3 fort and unts there that were showing 4=X defensive factor.

It is very wrong for Germans to "insist" on keeping any one hex, and Bob oftently did just that.

In the north Dnepr, near Mogilev, I crossed Dnepr with 3 rifle corps, supported by 7000+ artillery. Initial crossing caused 8000+ German casualties. What, IMO; he should have done, is simply conceded that pointless hex and re-aligned his line. Instead, he ammassed Panzer Grenadier units, retook the hex, with massive casualties from both sides. Then, in the next turn, I again forced the attack with 6, and crossing with 3 corps, supported, again, by 7000+ arty that didn't even move.

In the end he suffered probably 30k+ casualties for a completely pointless, clear terrain hex, with no forts, under a deluge of arty fire, that he should have simply abandoned or conceded. Well he decided to fight for it, and suffered.

I hope some of the examples I gave explain why he had such a horrendous casualty rates (but also managed to keep more territory).

< Message edited by Oleg Mastruko -- 4/8/2011 10:51:06 PM >

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RE: 43 GC Soviet side - 4/8/2011 10:33:03 PM   
Oleg Mastruko


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There were/are two things I was afraid of as Soviet in this game.

First is mud. We played with random weather (I like it more that way, even though it's harder for the attacking side). Mud means no attacks, no attacks mean no attrition, no attrition means good news for Germans.

The other is Germans retreating 2-3 hexes, just beyond the reach of Soviet delib attacks. Again, no delib attacks mean no attrition, no attrition means good news for Germans.

In my opinion, he should have retreated more, and less being stubborn about any one hex. Stubbornness cost him casualties, it's as simple as that.

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RE: 43 GC Soviet side - 4/8/2011 10:37:57 PM   
Oleg Mastruko


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For Soviets all this was IN NO WAY easy.

Every turn required meticolous planning, and was more time consuming than anything I ever played before (including 41 Germans). Since by turn 2 I realized that his strategy will be stubborn fighting, I realised that my counter strategy has to be - inflict as many casualties as I can.

For that, I needed to do around 50-60 successful deliberate attacks (resulting in retreats) per turn.

You think that is easy????

It is not.

But Bob helped As I said he oftenly presented infantry in the clear, fought stubbornly for pointless backwater hexes etc. So I firmly believe that with different strategy German casualties, that indeed seem very bad, could have been much smaller.

Also, keep in mind that Soviets start with most units FROZEN, and STATIC, and only 60 APs per turn. You need to activate unit per unit, army after army, front after front, to plan and execute attacks at the required rate (50-60 successful attacks per turn)

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RE: 43 GC Soviet side - 4/8/2011 10:43:06 PM   
Oleg Mastruko


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Hopefully, with these walls of boring text (tl;dr) I presented some of the challenges and solutions from the Soviet side in 43GC. Also, some mistakes I think my opponent did on his part.

Now, if you want so, feel absolutely free to think the scenario is unbalanced, broken, horrible, whatnot. I don't think it is. More precisely, I don't feel I have enough data to conclude that it's broken or unbalanced. I feel 14 turns we played so far went on in pretty realistic fashion. (I don't claim I know where exactly was 56th rifle division in July 43 though).

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RE: 43 GC Soviet side - 4/8/2011 11:48:45 PM   
Klydon


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Just to give some insight from the Axis standpoint of view (at least in one area anyway). Bob had a lot of issues trying to get his army activated fast enough to be able to get mobile and do as he wished compared to how fast the Russians can get going. Russian infantry divisions can get going with 2-3 CP if I remember correctly and German divisions generally take more and he has fewer CP's to work with. A lot of times early you were hitting on units he had not been able to get activated yet I think. 

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RE: 43 GC Soviet side - 4/8/2011 11:56:49 PM   
Oleg Mastruko


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quote:

ORIGINAL: Klydon

Just to give some insight from the Axis standpoint of view (at least in one area anyway). Bob had a lot of issues trying to get his army activated fast enough to be able to get mobile and do as he wished compared to how fast the Russians can get going. Russian infantry divisions can get going with 2-3 CP if I remember correctly and German divisions generally take more and he has fewer CP's to work with. A lot of times early you were hitting on units he had not been able to get activated yet I think. 


Could be so, but being attacked means, I think, a free activation

Activating Sov infantry is relatively cheap (2-4 APs), Soviet mechanized units though, require tons of APs to get activated. I had one Mech Corps in the south with CV 20, very strong, it cost me whole turn worth of APs (~60) to activate. In that turn I could have done nothing AP-related except activate that one unit! Since there were always more pressing things to do, activation of that particular unit waited till turn 10 or so, even though I needed services of every Mech corps I could find.

Another thing, I had some tank corps units assigned to weird HQs, like Moscow MD or Volga MD or something. Retransferring these units to proper HQs costs a fortune so I had to use them while still assigned to their ridicolous backwater HQs, paying large penalties in combat calculations.

Things are by no means easy for Soviets, and they need to capture territory (or inflict casualties, or both) at a staggering rate to be able to win by the scenario's end. I am not at all sure that my rate of kill/capture is enough to win, even though it may seem impressive at first sight.

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RE: 43 GC Soviet side - 4/9/2011 12:03:39 AM   
Oleg Mastruko


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Progress in this scenario is glacially slow. Posting screenshots is almost pointless as there is no progress to be seen. Flavio did an excellent job in his early beta AAR (Flavio is excellent writer and one of my favorite posters on this board).

You may notice, though, how rarely he posted screenshots, and commented something to the tune of "situation does not warrant taking a screenshot" as the progress is so incredibly slow.

In our game, as I explained, Bob very rarely retreated without combat, which made progress that much slower (and also costlier for him)

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RE: 43 GC Soviet side - 4/9/2011 12:04:06 AM   
Klydon


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Command is a mess for both sides at the start of these scenarios. While historical, I still would not mind going back through some of them and "fixing" them to make them more common sense for players, but I don't see an interest from the community in doing such a thing so I am not going to waste my time. We won't mention what crappy commanders are in charge of either.

Any mech/panzer/armored unit is going to cost a ton to make mobile. When I was messing around with the 42 scenario as the Russians, my rear areas are littered with static tank brigades that I just can't see spending 6 CP's a pop to get going.

Part of his issues with so many units locked down was he had difficulties in shifting troops around, etc.

I am not trying to give Bob an excuse. I think he had some defensive ideas as you mentioned that just didn't work out real well for him, etc. As time goes along, I am becoming more and more of a fan to do deliberate attacks for the Russians. You can lay some serious hurt on the Axis and the casualty rates seem to be far more favorable. Attacking with 80,000 guys against a 10,000 man defense and losing 4000 while causing 2000 casualties is only going to help my cause far more.

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RE: 43 GC Soviet side - 4/9/2011 12:07:35 AM   
Oleg Mastruko


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quote:

ORIGINAL: Klydon
I am not trying to give Bob an excuse. I think he had some defensive ideas as you mentioned that just didn't work out real well for him, etc. As time goes along, I am becoming more and more of a fan to do deliberate attacks for the Russians. You can lay some serious hurt on the Axis and the casualty rates seem to be far more favorable. Attacking with 80,000 guys against a 10,000 man defense and losing 4000 while causing 2000 casualties is only going to help my cause far more.


Exactly. That is why I think that removing Soviet 1:1 modifier in 43, as one guy suggested recently, would not change the game at all. In 43 Sov attacks are done with overwhelming odds, and 1:1 modifier is not needed really. Removing it, would not change the game much if at all.

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RE: 43 GC Soviet side - 4/9/2011 12:56:35 AM   
Aditia

 

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All german mobile units are active in the 43-45 campaign. The problem for the germans lie with the static infantry being unable to respond to crises in the lines, and more importantly, anticipate to them. I am in turn 3 of my PBEM and will start an AAR when we get a decent number of turns in.

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RE: 43 GC Soviet side - 4/9/2011 1:16:09 AM   
squatter

 

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quote:

ORIGINAL: Oleg Mastruko


quote:

ORIGINAL: Klydon
I am not trying to give Bob an excuse. I think he had some defensive ideas as you mentioned that just didn't work out real well for him, etc. As time goes along, I am becoming more and more of a fan to do deliberate attacks for the Russians. You can lay some serious hurt on the Axis and the casualty rates seem to be far more favorable. Attacking with 80,000 guys against a 10,000 man defense and losing 4000 while causing 2000 casualties is only going to help my cause far more.


Exactly. That is why I think that removing Soviet 1:1 modifier in 43, as one guy suggested recently, would not change the game at all. In 43 Sov attacks are done with overwhelming odds, and 1:1 modifier is not needed really. Removing it, would not change the game much if at all.


So the player who already has an overwhelming advantage should be given more advantages?

A game like this depends on the accumulation of events. Every little helps.

Actually, two of the few battle reports BigAnorak posted in his AAR were around 1:1. Both battles were important.

In one, BA showed how a reserve PzG unit just saved two inf divisions from being surrounded. The unit held at just under 1:1 by a single CV point. One CV more on your side and the magic +1 odds in Sov favour would have kicked in, the Germans would have retreated, and the inf divisions trapped.

Another, the assault on Ztown. The initial odds began at 1:1. Different dice rolls on both sides, this assault would have turned on the Soviet +1 modifier.

Furthermore, lets speculate that the German player adopted a retreat 2/3 hexes strategy you mention above. The Soviet player would be relying more on hasty attacks, just as you say. Many of these attacks would end up around 1:1, converted to 2:1 in the Soviets favour by the odds multiplier.

If a good German player is able to engineer through his skill multiple situations where the Sovs are attacking at 1:1, this will be for nothing because of the modifier.

It's nonsense to say that the 1:1 modifier is irrelevant in 43. Sure, it's less important than it is in 42 or 41, but still relevent.

In any case, if you say the SU doesnt need it, then why defend it remaining in place in 43?

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RE: 43 GC Soviet side - 4/9/2011 1:22:41 AM   
Oleg Mastruko


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squatter I am not defending 1:1 modifier in 43, I say I could probably live without it as Soviet, after summer 43. On the other hand, I am not sure removing 1:1 would make all those guys saying scenario isn't playable, suddenly change their mind.

1:1 is complex matter, and is interconnected with the higher Soviet casualty rate from defensive fire. It is my understanding that, as casualties during combat rise (and Soviet rise faster than German) Soviet CV falls, and 1:1 is there to compensate. Speaking purely as player, I feel I could do fine without it, but it's implications from a developer standpoint are probably very very complex.

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RE: 43 GC Soviet side - 4/9/2011 2:55:56 AM   
Ketza


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I would like to see some AARs get to later in the war so I am glad this game has continued.

My game with 76mm seems to have come to a halt coming out of the Blizzard with me as Axis. Dunno for sure but I have hope its not over.

I suppose we can all look forward to the day the game is patched to an extent that games continue on until 1945.

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RE: 43 GC Soviet side - 4/9/2011 4:48:03 AM   
Klydon


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I wish you were right Ketza, but from what I have seen, it is more of a German mind set. I have played a lot of East Front games as both sides and the Germans typically toss in the towel when they can't "win" outright. They have no desired at all to go through the 1944/45 time frame. 

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RE: 43 GC Soviet side - 4/9/2011 5:49:56 AM   
Wild


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quote:

ORIGINAL: Klydon

I wish you were right Ketza, but from what I have seen, it is more of a German mind set. I have played a lot of East Front games as both sides and the Germans typically toss in the towel when they can't "win" outright. They have no desired at all to go through the 1944/45 time frame. 


This is why i like playing the AI. The game only stops when i want it to stop.

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RE: 43 GC Soviet side - 4/9/2011 1:01:16 PM   
ComradeP

 

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For the record Oleg, I agree that Bob didn't use his mobile forces like he could have done. The problem he faced is that he didn't have much of a choice because even the best counterattacks would only hurt you slightly. As you can understand, attacks where he causes 3:1 losses won't really hurt you, but they will hurt him over time. As such he had a choice: don't use the mobile units at all/dig them in, or use them in a historical fashion. He used them to counterattack, they were burned out and he split them up (I again agree that was a bad idea). Mid-late war casualties just favour the Soviets too much, because they can only put the hurt on themselves, as the Axis can't really make counterattacks that the Soviets will feel without burning themselves out. Backhand blows are just not economical currently.

The slow Axis activation due to low AP's is something that can't really be overstated. You got 105 AP's on turn one, enough to activate more than a front's worth of Rifle units. He got 21 AP's, enough for a handful of infantry divisions. That's an enormous advantage for you, also because you get more AP's in general. That "infantry screen" you saw was in many cases also not an infantry screen, but a collection of static units trying to get the hell out of dodge. So on turn 1, there's already a factor severely limiting Axis chances of establishing a solid defence, whilst the Soviets can launch offensives earlier than historical (such as against Smolensk, which you captured ahead of the historical timetable, and near the Dnepr in the Vitebsk/Mogilev you're already at roughly the 1944 starting positions).

I don't know what you don't understand about him defending on the Dnepr/wanting to remove your bridgehead near Mogilev: it's the last major river before you reach occupied territory in Poland/East Prussia. Of course you can gather an enormous force against him, but defending on a major river is always better than in the mix of light woods and clear hexes between the Dnepr and Poland.

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RE: 43 GC Soviet side - 4/9/2011 1:23:29 PM   
Oleg Mastruko


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Comrade, in Flavio's 43GC early beta AAR vs Bob (a sticky on this board) you criticised Bob's general doctrine, as going too much in Flavio's favor, essentially fighting the war that suits Flavio. Reading that, I agreed with you - one of those probably rare occasions where I agree with you Flavio quickly abandoned any fight for territory, and settled for attrition war, with his primary goal being the German high casualty rate.

In this game I noticed Bob did exactly the same thing, in short he was fighting the war that suited me, and that was causing great casualties to him. In my opinion German should base his strategy on simply denying the Soviet opportunities for delib attacks. I don't know how easy or hard it is to do (I might try myself one day) but I haven't seen Bob or anyone else try this. Someone should try, so that we can see if that works or not.

As for that Dnepr hex, it was a bridgehead that was leading to nowhere, it wasn't even a bridgehead. Two hexes next to it is a Dnepr bend where I could, and in the very last turn I did, simply forced his units back without crossing a river. In the end I joined the "bridgehead" and these units that were going parallel to Dnepr. He suffered 30k+ casualties that were completely unnecessary IMO, fighting for a hex that he would lose anyway, and that was covered by 7000+ my arty tubes (without even moving). That is a good example of the kind of war Germans MUST avoid in 43+

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RE: 43 GC Soviet side - 4/9/2011 1:37:26 PM   
ComradeP

 

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Splitting up of non-SS mobile units as the Germans is something I just don't get, I generally don't do it even in 1941. After fatigue, you end up with at best 3-5 CV units that can easily be pushed back. The SS is, of course, a bit better, but regiments/breakdown units still have limited staying power, especially those of Panzer divisions which are essentially packing only a reinforced battalion worth of infantry.

I'd also say/agree that giving some ground is the way to go when you see large concentrations of Rifle formations backed by the obligatory horde of guns, and that's where the primary unbalance is in late war scenarios: you can't really do that because your units are static. That's also a big difference with, say, a 1941 campaign that enters 1943. You know what the Soviets can do, so you can prepare for it. Instead of an entirely static line, I personally prefer static unit-active unit-static unit-active unit and so on. You need to put a bit more of the line on static, but you also have a much reduced danger of losing those active units to encirclements, as they can respond to Soviet threats.

As to the Dnepr crossing: I think I would've thrown your forces back too, had I been playing the Axis at that time. Given the state of the forces the Germans, even a single hex bridgehead is a bridgehead. You could've launched deliberate attacks, widened it, and crossed it with a much bigger force in the next turn. Sure, losses were bad for Bob, which is why you also need to know when to stop trying to push it back, but pushing a bridgehead back across the river for at least 1 turn is I'd say generally a good idea as it buys you time to relocate your forces.

As Bob also didn't wheel AGN slowly towards a more defendable line along the Narva, the rivers in the Pskov are down to the Daugava, which is something I would seriously consider in the 1943 campaign as it shortens the line, an early bridgehead would also have unhinged AGN's southern flank, where the only thing standing between the current defensive stalemate and disaster is a few regiments or LW field divisions.

I think that even with the AP "handicap" early on, the Germans could eventually still establish a defensive position, to me the lack of being able to counterattack in an economical way is a much more serious problem. I've been campaigning to get something done about that on the tester forum for a while, but to no avail thus far, so mid-late war Soviet losses when defending will generally always be in the Soviets favor.

Another thing that makes the scenario a bit easier for you is that you're feeling far less manpower pressure than you should by this point.

< Message edited by ComradeP -- 4/9/2011 1:38:23 PM >


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Post #: 22
RE: 43 GC Soviet side - 4/9/2011 4:39:03 PM   
sillyflower


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Oleg

You may well be right on many of the game issues but that does not excuse rudeness to or about your opponent or quoting from private emails without consent.

In a way this scenario and game are both 'unbalanced' in that it should, with equal players, end up wih Germans being wiped.

Two answers occur to me.

1 agree surrender or no surrender in advance. All my previous GC opponents surrendered in 1st year but I do not go criticise them for this. My 2 current opponents and I have agreed we won't surrender and I will keep my side of the bargain ( says me believing I won't have to)

2 Swap sides and see who does better. That should restore any doubts about fairness, especially as playing German in later scenarios is a bit one dimensional as you can never really attack.


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RE: 43 GC Soviet side - 4/9/2011 5:06:02 PM   
Oleg Mastruko


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quote:

ORIGINAL: sillyflower

You may well be right on many of the game issues but that does not excuse rudeness to or about your opponent or quoting from private emails without consent.



Silly flower I didn't quote from my opponents e-mails, Bob sent me couple very long e-mails, of which, I only quoted the "I quit" part. Everything else remained confidential. For me the whole affair would end there, and I would be looking for someone to take over the game and that's it. Everything else in that other thread was my quarrel with Pieter and Keke and one other guy, NOT with Bob (my original opponent in 43GC). Please have that on mind.

Surrendering is OK, I accept that, no questions asked. I just wanted to find someone to take over the game because I felt, and still feel, that it's far from being over. Pieter and Keke posted that the scenario is broken, totally unbalanced, unplayable, horrible.... and *THAT* is the moment when the quarrel and flame war started. Everything else before that point, including Bob's quitting, was fine with me. So again, please have that on mind, thanks.

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Post #: 24
RE: 43 GC Soviet side - 4/9/2011 5:14:22 PM   
Oleg Mastruko


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quote:

ORIGINAL: ComradeP
Another thing that makes the scenario a bit easier for you is that you're feeling far less manpower pressure than you should by this point.


Based on the opening 14 turns, I would agree/suggest with two changes in 43GC:

a) more APs for Germans, let them move about if they wish
b) slightly lower replacement/recruitment/manpower rate for Soviets

All other issues remain open (undecided) for me.

So as you can see Pieter, I do think it is useful to actually PLAY the damn scenario for more then 14 turns between two solid opponents. I don't think it is terribly broken or unplayable, and I certainly don't think it is already won or lost after 14 turns. A tweak here or there might be useful, but before final conclusions we certainly need to play more. Perhaps, after 20 more turns, I would argue for some pro-Soviet changes who knows?

(in reply to ComradeP)
Post #: 25
RE: 43 GC Soviet side - 4/9/2011 6:47:16 PM   
Klydon


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Like anything, there is going to be a learning curve to it. As exhibit "A", I present the difference in the German opening moves you see now compared to when the game first came out. A lot of thought into the "whys" and evolution of tactics has resulted in much better Axis performance on the first turn to give them a better chance to get rolling.

I see no reason why some of the same principles don't apply with this scenario, especially since playing 43 versions of each side is different than playing the 41-early 42 versions.

(in reply to Oleg Mastruko)
Post #: 26
RE: 43 GC Soviet side - 4/9/2011 7:37:36 PM   
ComradeP

 

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quote:

So as you can see Pieter, I do think it is useful to actually PLAY the damn scenario for more then 14 turns between two solid opponents. I don't think it is terribly broken or unplayable, and I certainly don't think it is already won or lost after 14 turns. A tweak here or there might be useful, but before final conclusions we certainly need to play more.


There is a difference between unbalanced and broken, which is why I'm more in the "it's unbalanced" camp as the problems are serious but aside from the AP's the problems are not necessarily due to the campaign, but more to game mechanics as a whole. The problem with playing on after an unbalanced start is that all further results are skewed too. It would be a bit like saying the Axis need a boost in 1941 based on the 2nd ACR-TulliusDetritus game, for example.

For example: What would be learned from you capturing Berlin in 1944 after a start like this? What long term useful information could be derived from that? Before you can make conclusions on the middle or end of a scenario, it needs a solid, non-problematic start that this game was lacking.

It's one thing for a scenario to be historically challenging, that's what the Soviet player expects for 1941 and 1942 and the Axis for the 1943 and 1944 campaigns, but it's another thing entirely if it's unbalanced in terms of gameplay.

< Message edited by ComradeP -- 4/9/2011 7:38:57 PM >


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Post #: 27
RE: 43 GC Soviet side - 4/9/2011 8:51:33 PM   
Oleg Mastruko


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quote:

ORIGINAL: ComradeP
For example: What would be learned from you capturing Berlin in 1944 after a start like this? What long term useful information could be derived from that? Before you can make conclusions on the middle or end of a scenario, it needs a solid, non-problematic start that this game was lacking.


I think this scenario actually had very good start. I was very happy with individual combat results - very realistic, no supermen on either side (and let me remind you, I suffered horrendous casualties on most attacks, but I feel it was realistic too for 43 Soviet).

I pointed out some mistakes (in my opinion) Bob made, or some strategic choices he made, and consequences of his choices. In short - trading casualties for territory. I was there to punish him for his choices very quickly. Apparently, what he did is not the right thing to do from a German perspective, but it may be too early even for that conclusion, let alone Berlin.

Capturing Berlin in 44 is a pipe dream, we can discuss that if that happens. I progressed 10% of the way to Berlin, probably even less that that. We can also discuss aliens landing in Berlin when that happens, and with current rate of people abandoning games we'd sooner see aliens land on Reichstag than Soviet flag being planted there in a PBEM....

The situation we currently have, after 14 turns, is in my opinion 90% result of our play and choices we made, 10% of possible game disbalance(s), so in my opinion scenario is fine, and absolutely worth playing (continuing). If I'd capture Berlin in 44, then we can analyse how much of that is due to my play, German play, bugs, or possible disbalances.

(in reply to ComradeP)
Post #: 28
RE: 43 GC Soviet side - 4/9/2011 9:10:39 PM   
Oleg Mastruko


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Now, esteemed jury of this court, I present Exhibit A, list of IMO most important parameters of this game. It's the Excel table of operational elements of German and Soviet armies during opening 14 turns.

On the Axis side it's only Germans, without minors, because Germans are what matters for the Axis, but feel free to mentally add numbers for minors as well, they work fine as cannon fodder

There are operational elements (numbers in parentheses on the OOB screen). Disabled elements do not matter. Casualties also don't matter as there are many disabled both sides start with, simulating wounded in the previous years of war.





Attachment (1)

(in reply to Oleg Mastruko)
Post #: 29
RE: 43 GC Soviet side - 4/9/2011 9:25:04 PM   
Oleg Mastruko


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Note couple things on the above table:

1. "mud1sec" in turn 6 means "mud in one sector", central sector of the front, a consequence of me picking random weather for this game. As you can see, even though I attacked very hard in the remaining two sectors that turn, German numbers in that turn have RISEN.

That's BAD news for Soviets. That's a good sign as to what Germans need to do - AVOID being deliberately attacked! How can they achieve that, apart from using shaman dances to induce rain and mud? Well that's open to discussion but I cetainly think it's possible. For one thing - retreat!

2. Turn 15 was mud too, numbers rising again. That's after Mynok took over the game, and some pockets were being eliminated, so numbers didn't rise that much for infantry (dying in pockets that were done before mud), but have risen significantly for AFVs.

3. Now lets forget infantry for a moment. Before anyone starts whining about German infantry replacements being low lets look at horrible German AFV losses, probably a best sign of Bob being simply TOO STUBBORN and defending and fighting TOO OFTEN. As soon as fighting subsided for a moment, his AFV numbers rose significantly! Apparently, only mud could force him to stop fighting, ie resisting

That for me is one possible evidence of him simply fighting too often. He paid that with almost 50% of his starting AFVs, but I would not say that is result of scenario disbalance, just some of his strategic choices (German tanks are, if anything, too powerful). Infantry suffered, but not nearly as much as AFVs. (20%, again a result of his stubbornness).

4. German arty numbers simply followed infantry numbers. Nothing too important there. Aircraft - same story.

5. Now if we look at the Soviet side of things - arty, AFV and aircraft numbers seem totally OK and very realistic for the kind of combat we were having. Infantry numbers are probably too high, I'd be first to admit it, probably need some tweaking, but it's too early to say conclusively.

In closing, I think everything presented points to a pretty solid scenario, with the results of this game following choices made by PLAYERS, not by god liking one side more or scenario being broken. Certainly a game worth continuing.

(in reply to Oleg Mastruko)
Post #: 30
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